RakNet::ReplicaManager3 Class Reference
[ReplicaManager3]
System to help automate game object construction, destruction, and serialization.
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#include <ReplicaManager3.h>
List of all members.
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Public Member Functions |
virtual Connection_RM3 * | AllocConnection (const SystemAddress &systemAddress, RakNetGUID rakNetGUID) const =0 |
| Implement to return a game specific derivation of Connection_RM3.
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virtual void | DeallocConnection (Connection_RM3 *connection) const =0 |
| Implement to destroy a class instanced returned by AllocConnection().
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void | SetAutoManageConnections (bool autoCreate, bool autoDestroy) |
| Enable or disable automatically assigning connections to new instances of Connection_RM3.
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bool | PushConnection (RakNet::Connection_RM3 *newConnection) |
| Track a new Connection_RM3 instance.
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RakNet::Connection_RM3 * | PopConnection (RakNetGUID guid) |
| Stop tracking a connection.
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void | Reference (RakNet::Replica3 *replica3) |
| Adds a replicated object to the system.
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void | Dereference (RakNet::Replica3 *replica3) |
| Removes a replicated object from the system.
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void | DereferenceList (DataStructures::List< Replica3 * > &replicaListIn) |
| Removes multiple replicated objects from the system.
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void | GetReplicasCreatedByGuid (RakNetGUID guid, DataStructures::List< Replica3 * > &replicaListOut) |
| Returns all objects originally created by a particular system.
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void | GetReplicasCreatedByMe (DataStructures::List< Replica3 * > &replicaListOut) |
| Returns all objects originally created by your system.
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void | GetReferencedReplicaList (DataStructures::List< Replica3 * > &replicaListOut) |
| Returns the entire list of Replicas that we know about.
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unsigned | GetReplicaCount (void) const |
| Returns the number of replicas known about.
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Replica3 * | GetReplicaAtIndex (unsigned index) |
| Returns a replica by index.
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unsigned int | GetConnectionCount (void) const |
| Returns the number of connections.
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Connection_RM3 * | GetConnectionAtIndex (unsigned index) const |
| Returns a connection pointer previously added with PushConnection().
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Connection_RM3 * | GetConnectionBySystemAddress (const SystemAddress &sa) const |
| Returns a connection pointer previously added with PushConnection().
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Connection_RM3 * | GetConnectionByGUID (RakNetGUID guid) const |
| Returns a connection pointer previously added with PushConnection.().
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void | SetDefaultOrderingChannel (char def) |
void | SetDefaultPacketPriority (PacketPriority def) |
void | SetDefaultPacketReliability (PacketReliability def) |
void | SetAutoSerializeInterval (RakNet::Time intervalMS) |
void | GetConnectionsThatHaveReplicaConstructed (Replica3 *replica, DataStructures::List< Connection_RM3 * > &connectionsThatHaveConstructedThisReplica) |
| Return the connections that we think have an instance of the specified Replica3 instance.
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void | SetWorldID (unsigned char id) |
| Defines the unique instance of ReplicaManager3 if multiple instances are on the same instance of RakPeerInterface.
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unsigned char | GetWorldID (void) const |
void | SetNetworkIDManager (NetworkIDManager *_networkIDManager) |
NetworkIDManager * | GetNetworkIDManager (void) const |
| Returns what was passed to SetNetworkIDManager(), or the instance on RakPeerInterface if unset.
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void | BroadcastDestructionList (DataStructures::List< Replica3 * > &replicaListSource, const SystemAddress &exclusionAddress) |
virtual void | Update (void) |
| Call interfaces, send data.
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Protected Member Functions |
virtual PluginReceiveResult | OnReceive (Packet *packet) |
virtual void | OnClosedConnection (const SystemAddress &systemAddress, RakNetGUID rakNetGUID, PI2_LostConnectionReason lostConnectionReason) |
virtual void | OnNewConnection (const SystemAddress &systemAddress, RakNetGUID rakNetGUID, bool isIncoming) |
virtual void | OnRakPeerShutdown (void) |
| Called when RakPeer is shutdown.
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virtual void | OnDetach (void) |
| Called when the interface is detached.
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Detailed Description
System to help automate game object construction, destruction, and serialization.
ReplicaManager3 tracks your game objects and automates the networking for replicating them across the network
As objects are created, destroyed, or serialized differently, those changes are pushed out to other systems.
To use:
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Derive from Connection_RM3 and implement Connection_RM3::AllocReplica(). This is a factory function where given a user-supplied identifier for a class (such as name) return an instance of that class. Should be able to return any networked object in your game.
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Derive from ReplicaManager3 and implement AllocConnection() and DeallocConnection() to return the class you created in step 1.
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Derive your networked game objects from Replica3. All pure virtuals have to be implemented, however defaults are provided for Replica3::QueryConstruction(), Replica3::QueryRemoteConstruction(), and Replica3::QuerySerialization() depending on your network architecture.
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When a new game object is created on the local system, pass it to ReplicaManager3::Reference().
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When a game object is destroyed on the local system, and you want other systems to know about it, call Replica3::BroadcastDestruction()
At this point, all new connections will automatically download, get construction messages, get destruction messages, and update serialization automatically.
Member Function Documentation
Implement to return a game specific derivation of Connection_RM3.
The connection object represents a remote system connected to you that is using the ReplicaManager3 system.
It has functions to perform operations per-connection.
AllocConnection() and DeallocConnection() are factory functions to create and destroy instances of the connection object.
It is used if autoCreate is true via SetAutoManageConnections() (true by default). Otherwise, the function is not called, and you will have to call PushConnection() manually
- Note:
- If you do not want a new network connection to immediately download game objects, SetAutoManageConnections() and PushConnection() are how you do this.
- See also:
- SetAutoManageConnections()
- Parameters:
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[in] | systemAddress | Address of the system you are adding |
[in] | rakNetGUID | GUID of the system you are adding. See Packet::rakNetGUID or RakPeerInterface::GetGUIDFromSystemAddress() |
- Returns:
- The new connection instance.
Send a network command to destroy one or more Replica3 instances Usually you won't need this, but use Replica3::BroadcastDestruction() instead. The objects are unaffected locally
- Parameters:
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[in] | replicaList | List of Replica3 objects to tell other systems to destroy. |
[in] | exclusionAddress | Which system to not send to. UNASSIGNED_SYSTEM_ADDRESS to send to all. |
virtual void RakNet::ReplicaManager3::DeallocConnection |
( |
Connection_RM3 * |
connection |
) |
const [pure virtual] |
Implement to destroy a class instanced returned by AllocConnection().
Most likely just implement as {delete connection;}
It is used if autoDestroy is true via SetAutoManageConnections() (true by default). Otherwise, the function is not called and you would then be responsible for deleting your own connection objects.
- Parameters:
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[in] | connection | The pointer instance to delete |
Removes a replicated object from the system.
The object is not deallocated, it is up to the caller to do so.
This is called automatically from the destructor of Replica3, so you don't need to call it manually unless you want to stop tracking an object before it is destroyed.
- Parameters:
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[in] | replica3 | The object to stop tracking |
Connection_RM3* RakNet::ReplicaManager3::GetConnectionAtIndex |
( |
unsigned |
index |
) |
const |
Returns a connection pointer previously added with PushConnection.().
- Parameters:
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[in] | guid | The guid of the connection to return |
- Returns:
- A Connection_RM3 pointer, or 0 if not found
Returns a connection pointer previously added with PushConnection().
- Parameters:
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[in] | sa | The system address of the connection to return |
- Returns:
- A Connection_RM3 pointer, or 0 if not found
unsigned int RakNet::ReplicaManager3::GetConnectionCount |
( |
void |
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) |
const |
Return the connections that we think have an instance of the specified Replica3 instance.
This can be wrong, for example if that system locally deleted the outside the scope of ReplicaManager3, if QueryRemoteConstruction() returned false, or if DeserializeConstruction() returned false.
- Parameters:
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[in] | replica | The replica to check against. |
[out] | connectionsThatHaveConstructedThisReplica | Populated with connection instances that we believe have replica allocated |
Returns the entire list of Replicas that we know about.
This is all Replica3 instances passed to Reference, as well as instances we downloaded and created via Connection_RM3::AllocReference()
- Parameters:
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[out] | List | of Replica3 instances to be returned |
Replica3* RakNet::ReplicaManager3::GetReplicaAtIndex |
( |
unsigned |
index |
) |
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unsigned RakNet::ReplicaManager3::GetReplicaCount |
( |
void |
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) |
const |
Returns the number of replicas known about.
Returns the size of the list that would be returned by GetReferencedReplicaList()
- Returns:
- How many replica objects are in the list of replica objects
Returns all objects originally created by a particular system.
Originally created is defined as the value of Replica3::creatingSystemGUID, which is automatically assigned in ReplicaManager3::Reference().
You do not have to be directly connected to that system to get the objects originally created by that system.
- Parameters:
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Returns all objects originally created by your system.
Calls GetReplicasCreatedByGuid() for your own system guid.
- Parameters:
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[out] | List | of Replica3 instances to be returned |
unsigned char RakNet::ReplicaManager3::GetWorldID |
( |
void |
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) |
const |
- Returns:
- Whatever was passed to SetWorldID(), or 0 if it was never called.
Called when a connection is dropped because the user called RakPeer::CloseConnection() for a particular system
- Parameters:
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[in] | systemAddress | The system whose connection was closed |
[in] | rakNetGuid | The guid of the specified system |
[in] | lostConnectionReason | How the connection was closed: manually, connection lost, or notification of disconnection |
Reimplemented from RakNet::PluginInterface2.
virtual void RakNet::ReplicaManager3::OnNewConnection |
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const SystemAddress & |
systemAddress, |
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RakNetGUID |
rakNetGUID, |
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bool |
isIncoming | |
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) |
| | [protected, virtual] |
Called when we got a new connection
- Parameters:
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[in] | systemAddress | Address of the new connection |
[in] | rakNetGuid | The guid of the specified system |
[in] | isIncoming | If true, this is ID_NEW_INCOMING_CONNECTION, or the equivalent |
Reimplemented from RakNet::PluginInterface2.
OnReceive is called for every packet.
- Parameters:
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[in] | packet | the packet that is being returned to the user |
- Returns:
- True to allow the game and other plugins to get this message, false to absorb it
Reimplemented from RakNet::PluginInterface2.
Stop tracking a connection.
On call, for each replica returned by GetReplicasCreatedByGuid(), QueryActionOnPopConnection() will be called. Depending on the return value, this may delete the corresponding replica.
If autoDestroy is true in the call to SetAutoManageConnections() (true by default) then this is called automatically when the connection is lost. In that case, the returned connection instance is deleted.
- Parameters:
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void RakNet::ReplicaManager3::SetAutoManageConnections |
( |
bool |
autoCreate, |
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bool |
autoDestroy | |
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) |
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Enable or disable automatically assigning connections to new instances of Connection_RM3.
ReplicaManager3 can automatically create and/or destroy Connection_RM3 as systems connect or disconnect from RakPeerInterface.
By default this is on, to make the system easier to learn and setup.
If you don't want all connections to take part in the game, or you want to delay when a connection downloads the game, set autoCreate to false.
If you want to delay deleting a connection that has dropped, set autoDestroy to false. If you do this, then you must call PopConnection() to remove that connection from being internally tracked. You'll also have to delete the connection instance on your own.
- Parameters:
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void RakNet::ReplicaManager3::SetAutoSerializeInterval |
( |
RakNet::Time |
intervalMS |
) |
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Every intervalMS milliseconds, Connection_RM3::OnAutoserializeInterval() will be called.
Defaults to 30.
Pass with <0 to disable. Pass 0 to Serialize() every time RakPeer::Recieve() is called
If you want to control the update interval with more granularity, use the return values from Replica3::Serialize().
- Parameters:
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[in] | intervalMS | How frequently to autoserialize all objects. This controls the maximum number of game object updates per second. |
void RakNet::ReplicaManager3::SetDefaultOrderingChannel |
( |
char |
def |
) |
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- Parameters:
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[in] | Default | ordering channel to use for object creation, destruction, and serializations |
void RakNet::ReplicaManager3::SetDefaultPacketPriority |
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PacketPriority |
def |
) |
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- Parameters:
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[in] | Default | packet priority to use for object creation, destruction, and serializations |
- Parameters:
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[in] | Default | packet reliability to use for object creation, destruction, and serializations |
void RakNet::ReplicaManager3::SetNetworkIDManager |
( |
NetworkIDManager * |
_networkIDManager |
) |
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Sets the networkIDManager instance that this plugin relys upon.
Uses whatever instance is attached to RakPeerInterface if unset.
To support multiple worlds, you should set it to a different manager for each instance of the plugin
- Parameters:
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[in] | _networkIDManager | The externally allocated NetworkIDManager instance for this plugin to use. |
void RakNet::ReplicaManager3::SetWorldID |
( |
unsigned char |
id |
) |
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The documentation for this class was generated from the following file: